﻿using System;
namespace ReachStats.ReachApiReference
{
    public class PlayerAiAggregateDetailReach
    {
        public int biggest_kill_points { get; set; }
        public short biggest_kill_streak { get; set; }
        public System.Collections.Generic.Dictionary<CampaignEnemyTypeClassReach, int> DeathsByEnemyTypeClass { get; set; }
        public ReachDifficultyDisplayBucket game_difficulty { get; set; }
        public int high_score_coop { get; set; }
        public int high_score_solo { get; set; }
        public short highest_game_kills { get; set; }
        public short highest_set { get; set; }
        public float highest_skull_multiplier { get; set; }
        public System.Collections.Generic.Dictionary<CampaignEnemyTypeClassReach, int> KillsByEnemyTypeClass { get; set; }
        public System.Collections.Generic.Dictionary<GameEventDamageType, long> PointsByDamageType { get; set; }
        public System.Collections.Generic.Dictionary<CampaignEnemyTypeClassReach, long> PointsByEnemyTypeClass { get; set; }
        public int total_enemy_players_killed { get; set; }
        public int total_generators_destroyed { get; set; }
        public int total_missions_beating_par { get; set; }
        public int total_missions_not_dying { get; set; }
        public long total_score_coop { get; set; }
        public long total_score_solo { get; set; }
        public int total_waves_completed { get; set; }
    }
}
